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23. Nuclear Warfare (optional
22.2 Restrictions on Operations Units have the following restrictions:
1) ground units assigned to the various theaters of operation may only move and perform combat in their assigned theaters and may not be sent to other theaters; and
2) air units may not be based outside of their assigned theater of operations.
Example 1: Units assigned to the NATO AFNORTH theater of operations (indicated by the blue bar at top of counter) must be used only in Norway, Sweden, Finland, Denmark, northern East and West Germany (SchleswigHolstein), Poland, and the areas of the Soviet Union on Map B; these areas comprise the Northern air theater.
Example 2: Units assigned to the Pact Southern TVD (indicated by the salmon bar at top of counter) must be used only on the Persian Gulf maps (Maps E and F); this area comprises the Western Asia and Persian Gulf air theaters.
22.3 Exceptions 22.3.1 Warsaw Pact Group of Tank Armies may be deployed to either or both of the Western or Southwestern TVDs, and such deployments must be by army (3rd Guards, 5th Guards, 6th Guards, and 7th Guards Tank). From zero to four armies may be deployed to either TVD. Armies may change deployments between these two TVDs via regular movement or via the Pact Off-Map Transport Net (per rule 5.8).
22.3.2 The Odessa Military District [CG] may be deployed to either of the Southwestern or Southern TVDs. The single army may be deployed to either TVD. This army may change deployments between these two TVDs via the Pact Off-Map Transport Net (per rule 5.8)
The air units must be initially placed in the available box of either the Southwestern or Balkan air theaters if the army is deployed to the Southwestern TVD, or to the available box of the Western Asia air theater if the army is deployed to the Southern TVD.
23. NUCLEAR WARFARE
(OPTIONAL)
Both sides held considerable inventories of tactical nuclear warheads, and it is distinctly likely that a conventional conflict in Europe and the Middle East could have escalated to include the use of these weapons. No game on this subject would be complete without rules for nuclear warfare, and the rules below are extensive.
However, if even only tactical nuclear warfare begins, its effects tend to dominate the game, to the exclusion of the more interesting interactions created by the rest of the rules. For that reason, the nuclear rules have been made optional despite opinions of the true probabilities. 23.1 Conflict Level There are six possible levels of nuclear conflict, numbered 0 (no nuclear weapons in use) through 5 (strategic exchange). They differ in the types and quantities of nuclear weapons (nuclear attack points or NAPs) available in each turn and in the limitations placed on their use. 23.1.1 [PG, CG] The U.S. B-52 air unit is no longer available for use once the nuclear conflict level reaches level 3, and it is removed from play. 23.2 Escalation and Restraint At the start of the game, the nuclear conflict level is at 0 (no nuclear weapons use). This may change during the game. Players, as theater military commanders, do not have the authority to escalate, although they do have some influence over the political leaders who make the decision.
23.2.1 Restraint [BfG, CG] During the nuclear restraint phase of each turn, there is a ten-second period during which either player (or both) may announce that they are exercising restraint. This announcement may not be conditional (“I will if you will.”) but must be a unilateral declaration. Of course, if one player announces restraint and any time remains in the 10-second period, the other player may also announce restraint. A player who announces restraint may, in the following turn, use only half the number of NAPs of each type listed for the current conflict level.
However, for each player exercising restraint, the die roll during the escalation phase is modified by +1. Note that de-escalation is possible only if at least one player exercises restraint. Neither player may exercise restraint while at conflict level 0. 23.2.2 Escalation In the nuclear escalation phase of each turn, either player rolls a die. The nuclear warfare table shows, for each level, the die roll needed to escalate to the next level.
23.2.2.1 Deliberate Escalation [BfG, CG] At the beginning of the nuclear escalation phase, there is a 10-second period in which either player (unless they are using restraint) may announce that they are deliberately escalating. For each player who is deliberately escalating, the die roll during the phase is modified by -1. Die roll modifications are cumulative. For example, if one player uses restraint and the other escalates, the net modifier is 0. The die-roll modifier is the only effect of deliberate escalation. Neither player may deliberately escalate while at conflict level 5. 23.2.2.2 Nuclear escalation phase die roll Either player rolls a die, if the roll is less than or equal to the number shown, the level is increased by one. The new conflict level is in effect until it is altered in a later escalation phase. It is also possible to de-escalate (return to the next lower level). If the die roll is 7 or greater, deescalation occurs. Each player may modify the die roll through restraint or deliberate escalation.
23.3 Types of Nuclear Attacks Players may receive NAPs of three types: 1) field artillery shells (including short-range missiles), 2) aircraft bombs, and 3) theater level missiles.
See the Nuclear War Table for the NAPs available to be used each turn at each level. If playing combined games (Battle for Germany + Southern Front; Battle for Germany + Arctic Front; or Battle for Germany + Southern Front + Arctic Front), total the NAPs from the Nuclear War Table for each game to determine the total available NAPs. If playing the Combined Game (all four games), use the Combined Game column to determine the total available NAPs.
The count of available NAPs may be tracked on the Nuclear Attack Points Track players aid card using the NAP markers, to ensure that the limit is not exceeded each turn.
23.3.1 Field Artillery (Artillery NAPs) Field artillery nuclear attacks include cannon-launched warheads and short-range battlefield rocket and missile systems (such as the NATO Lance missile and the Pact SS-21). Field artillery attacks are used to support ground units engaged in ground combat. Field artillery nuclear attacks may be made during any combat phase. The primary effect of artillery NAPs is to lower the proficiency of enemy units in an attack. Any ground unit with nuclear attack capability, denoted by an “N” in the upper left corner of the counter, may use NAPs in a battle. Before each battle is resolved, both players secretly decide whether a nuclear attack will be made and, if so, how many NAPs will be used. The number of points used may be written down on a sheet of paper, players may conceal disruption markers in their hands, or any other convenient means may be used. They are revealed simultaneously. Each NAP used places one disruption upon one involved enemy unit of the using player’s choice. No more disruptions may be applied to a single unit than the number of the conflict level.
Example: The nuclear conflict level is 2. A nuclear-capable Pact unit is attacking a hex with two NATO units. The Pact player may use up to 4 artillery NAPs in the attack, placing no more than two disruptions on each unit. If the nuclear conflict level were at 1, then the Pact player may use up to 2 artillery NAPs in the attack, placing no more than one disruption on each unit.
23.3.2 Aircraft Bombs (Air NAPs) Any air unit with nuclear strike capability (marked with an “N” on the counter) may carry a number of aircraft bomb NAPs less than or equal to its strike rating. NAPs are used to conduct strike missions. At conflict level 3 and higher, any strike mission may be a nuclear strike mission.
To run a nuclear strike mission, place a disruption marker of the correct denomination under the air unit. If no NAPs are to be carried, place another type of marker (shaken, odds, etc.) under the unit. Nuclear strikes are in addition to the conventional strike run by the air unit.
If the air unit is shot down or aborted, all NAPs it carries are lost. If the air unit’s rating is halved, the number of NAPs delivered is also halved, rounded to the nearest whole number (although the full number are used up). 23.3.2.1 Nuclear Logistical Strikes Nuclear logistical strikes are resolved in the same way as conventional strikes; a die is rolled for each NAP used; however, the number rolled is not halved (as in a conventional logistical strike), but is multiplied by 1.5 (round fractions to the nearest whole number, rounding .5 up). 23.3.2.2 Nuclear Runway Cratering A die is rolled for each NAP used, with the number rolled being the number of hits; for each hit, roll another die; the hit causes a crater on a roll of 1-4 and destroys an air unit on a roll of 5 or 6. 23.3.2.3 Nuclear Strike/Interdiction Place a nuclear strike marker in the target hex. Each NAP delivered may be used to attack a single enemy unit in the hex, no more than one NAP per unit.
For each attack, roll a die for the number of disruptions placed on the unit. Each unit which enters the hex during the next turn is attacked by one NAP.
23.3.3 Theater Nuclear Missiles (Missile NAPs)
Theater missile NAPs are intermediate range missiles such as the U.S. Pershing and ground launched cruise missiles and the Soviet SS-20 and SS-22. Also included in the NATO NAPs are Poseidon submarine-launched warheads dedicated to theater tactical support. All attacks by theater nuclear missiles are conducted as if they were aircraft strike missions except that they may not be shot down, halved, or aborted. Just designate a mission for each NAP and resolve it.
23.4 Strategic Nuclear Exchange Conflict level 5 is a strategic exchange, in which the major nuclear powers will selectively destroy strategic targets in the enemy homeland. This drastic step has several effects. All but the first (23.4.1) remain in effect even if the conflict level later de-escalates.
23.4.1 Strategic Nuclear Strikes Once the conflict level escalates to a strategic nuclear exchange, a number of each side’s cities (depending on the scenario(s) being played) is hit by a strategic nuclear strike per turn.
•Single game scenario: 1 city •Two game scenarios: 2 cities
•Three or more game scenarios: 3 cities •[PG] If playing only the Persian Gulf scenario, strategic strikes on cities are not made. However, all other effects of reaching level 5 are still in force. (It is assumed that those strikes are being used in other theaters outside of the scope of this scenario.)
In the escalation phase of each turn, including the phase in which the conflict escalates to level 5, each player writes down the name of the allotted number of cities.
All cities have devastation markers placed on them in the next escalation phase, at which time both players write down the name of another number of cities. This continues as long as the game remains at conflict level 5.
Any units in a city hex at the time it is devastated are destroyed and removed from play. No unit may enter or move through the devastated hex for the next turn, and entry costs two extra movement points for all units for the remainder of the game; the city is no longer a city for all purposes (air transport, victory, combat effects, etc.). Units may not regroup in devastated cities. Strategic devastation does not use available NAPs.
23.4.2 Pact Off-Map Movement The Pact off-map transport net may not be used (even if the conflict level later de-escalates).
23.4.3 Reinforcements Neither side receives any additional reinforcements, either ground or air, for the rest of the game. Reinforcements which have not yet arrived are removed from play and, in the case of those countries subject to critical losses, are considered eliminated in combat.
23.4.4 Regrouping Beginning with the first regroup phase after escalation to conflict level 5, and in every subsequent regroup phase for the rest of the game, both players are limited to regrouping a maximum of two units per theater per phase. (Since regrouping simulates not only reorganization, but also the absorption of replacements, this reflects t he d rying u p o f r eplacements f rom home.)
23.4.5 Supply Beginning in the first initial segment a fter escalation to conflict level 5, and in every subsequent initial segment for the rest of the game, for each theater both players roll the die to determine supply shortages of their opponent.
23.4.5.1 Air Unit Supply The fi rst die ro ll, during the aircraft maintenance phase, is for the total number of air units that are grounded for lack of supply that turn.
Roll the die once for each theater to determine the total number of air units grounded.
The owning player selects which of their air units will be grounded.
23.4.5.2 Ground Unit Supply The second die roll, during the supply phase, is for the total number of ground units which are unsupplied that turn. The player selects which of their opponent’s ground units will be unsupplied. Units placed out of supply may be re-supplied using emergency supply (see rule 11.2). 23.5 Limits on Use Neither side may target NAPs against a city hex in a nation which has surrendered or in a nation currently a friendly belligerent.
Example: A NATO attack intended to recapture an Iraqi city could not use field artillery NAPs to disrupt the Pact defenders in that city, if Iraq had committed to NATO. However, Pact troops attacking out of such a city against NATO troops could be disrupted by field artillery NAPs.
23.6 Victory Point Adjustments The effects of the nuclear rules on game balance are very complex, depending on the exact level reached in each turn. The following table constitutes only a simple guideline.
Nuclear War Adjustment Table BfG SF AF PG CG
Reaches Level 1, but not beyond -10 -5 -2 -2 -20 Each turn at Level 2 or 3 +5 +1 +½ +½ +8 Each turn at Level 4 or 5 -5 -1 -½ -½ -8 For each major city devastated +1 +1 +1 - +1 For each minor city devastated +½ +½ +½ - +½
If the conflict reaches level 5, victory is a strange term to use, whatever the outcome, but the war continues nonetheless.
Example 1: In the Combined Game, assume that three turns are spent at Level 1 when the game ends, and the level did not go beyond Level 1. The total Victory Point adjustment is -20, since the nuclear conflict level reached Level 1, but did not go beyond. Example 2: In the Combined Game, assume that three turns are spent at Level 1, one turn at Level 2 (+8 VP), one turn at Level 3 (+8 VP), and one turn at Level 4 (-8 VP) when the game ends. The total Victory Point adjustment would be +8 VP (+8 +8 -8). The first level of adjustment is ignored since the nuclear conflict level moved beyond Level 1.